Goal
I'd like to render <twisty-player> with a non-standard color scheme (e.g. yellow on U,
red on F) so it visually matches a static visualcube image shown next to it. Today the
face colors are hardcoded to U=white, F=green, etc.
Possible solution
A faceColors option on TwistyPlayerConfig, e.g. { U: "#ffeb3b", F: "#ef4444", R: "#22c55e", L: "#3b82f6", B: "#f97316", D: "#ffffff" }. Stickering masks (ZBLS, OLL, …)
should keep working — only the per-face base color changes. PuzzleGeometry.get3d({ stickerColors }) already accepts this internally, so plumbing it up to the config layer
should be enough.
Alternatives
Tried prepending z2 y' to experimentalSetupAlg: rotates the cube but stickering mask
is positional, so gray regions land on the wrong faces. colorScheme is light/dark UI
only. cameraLatitude/Longitude move the camera but world-up still points at U.
Goal
I'd like to render
<twisty-player>with a non-standard color scheme (e.g. yellow on U,red on F) so it visually matches a static visualcube image shown next to it. Today the
face colors are hardcoded to U=white, F=green, etc.
Possible solution
A
faceColorsoption onTwistyPlayerConfig, e.g.{ U: "#ffeb3b", F: "#ef4444", R: "#22c55e", L: "#3b82f6", B: "#f97316", D: "#ffffff" }. Stickering masks (ZBLS, OLL, …)should keep working — only the per-face base color changes.
PuzzleGeometry.get3d({ stickerColors })already accepts this internally, so plumbing it up to the config layershould be enough.
Alternatives
Tried prepending
z2 y'toexperimentalSetupAlg: rotates the cube but stickering maskis positional, so gray regions land on the wrong faces.
colorSchemeis light/dark UIonly.
cameraLatitude/Longitudemove the camera but world-up still points at U.